text: #include "InventoryBase.h"
  #include "Net/UnrealNetwork.h"
  
  class AActor;
  
  void UInventoryBase::Server_SetEquippedActor_Implementation(const FEquippedActorData& Actor, bool CallClientDelayed) {
  }
  
  void UInventoryBase::Server_EquipExternalActor_Implementation(AActor* Actor) {
  }
  
  void UInventoryBase::OnRep_EquippedActor(FEquippedActorData& OldActor) {
  }
  
  void UInventoryBase::OnRep_ActorsSelectable() {
  }
  
  void UInventoryBase::OnRep_ActorsNonSelectable() {
  }
  
  TArray<AActor*> UInventoryBase::GetSelectableActors() const {
      return TArray<AActor*>();
  }
  
  TArray<AActor*> UInventoryBase::GetAllItems() const {
      return TArray<AActor*>();
  }
  
  void UInventoryBase::EquipPrevious() {
  }
  
  void UInventoryBase::EquipNull() {
  }
  
  void UInventoryBase::EquipNext() {
  }
  
  void UInventoryBase::EquipLast() {
  }
  
  void UInventoryBase::EquipAtIndex(int32 Index, bool ignoreUsing) {
  }
  
  void UInventoryBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
      Super::GetLifetimeReplicatedProps(OutLifetimeProps);
      
      DOREPLIFETIME(UInventoryBase, ActorsSelectable);
      DOREPLIFETIME(UInventoryBase, ActorsNonSelectable);
      DOREPLIFETIME(UInventoryBase, EquippedActor);
  }
  
  UInventoryBase::UInventoryBase() {
      this->LastEquippedActors[0] = NULL;
      this->LastEquippedActors[1] = NULL;
  }
  
  